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Spells:
Smite
Exhaust
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Introduction
I've played with Yi alot, and its the first champion i used in PVP. He's great early and mid game, and if he farms enough he'll still be good in late game. I've messed around with alot of builds on him, and this one works best to catapult you're team into victory while scoring a butt load of kills. As long as he gets what he needs early, he's a force to be reckoned with. I wouldn't recommend him for ranked matches mainly because he's squishy, but normal and bots he's a good champion. He's also excellent for twisted treeline. The guide is meant to help people learn the ropes of Master Yi and LOL before moving on to other, more versatile champions. I recommend reading this whole guide to get an idea of what this build is capable of. Also the stats up above aren't accurate considering the crit chance is at 0....so don't depends too much on that.
Red lines represent ticks of your Alpha Strike. You start on outer minion, hit Nasus and then hit 2 more minions.
Green lines represent return point. In scenario A the minion doesn't die and you return on your starting point aka. next to minion. In scenario B you return to your casting start, because the minion received enough damage to be killed and therefore you can't be spawned next to him. In both cases you dealt an amount on damage to Nasus, successfully farmed and returned to safe location, avoiding enemy tower hits.
Double Strike
Master Yi strikes twice every 7th attack.
This passive is a beast when it comes to Melee DPS champions. Because this build is critical damage based, your critical is doubled every seven attacks. Also with your ultimate and items you have a lot of Attack Speed, so these 7 attacks are happen in matter of seconds.
Alpha Strike
Master Yi leaps across the battlefield with blinding speed, dealing magic damage to multiple units in his path with a chance to deal bonus magic damage to minions.
An amazing tool for jungling, farming, escaping and catching up. This skill allows you to pass by wolfs and wraiths in matter of 1 or 2 seconds. When maxed deals 300 damage, which is respectable, since you're not building on AP.
Meditate
Master Yi rejuvinates his body by focus of mind, restoring health and increasing his armor and magic resistance for a short time.
Even thou I leave Meditate for last, its an incredible tool on Master Yi because of his squishiness and vulnerability. This skill is mostly underrated on most players.When at level 5 it heals you for 700 over 5 seconds, and in that time grants 300 Magic Resistance and Armor.
wuju-style
Wuju Style
Master Yi becomes skilled in the art of Wuju, passively increasing the power of his physical attacks. Activating Wuju Style doubles the passive bonus damage for a short time, but the passive bonus is temporarily removed after the effect wears off.
This is pure ownage skill on Master Yi. Because of massive amounts of AD that this skill provides, I first take Phantom Dancer providing Attack Speed and Critical Chance. At level 5 only passive already gives 35 AD. When activated, you get 70 AD boost for 10 seconds.
Highlander
Master Yi moves with unparalleled agility, temporarily increasing Master Yi's movement and attack speeds as well as making him immune to all slowing effects. Additionally, killing a Champion refreshes all of Master Yi's cooldowns.
This skill is epic. This is your chase, escape and kill resource. You have a problem with enemies chasing you? Press R. Your enemies too fast for you? Press R. Not dealing damage fast enough? Press R. For what it offers, it has low cooldown. When maxed it gives 40% Movement Speed and 80% Attack Speed for 12 seconds. If thats not enough, this skill makes you slow immune when active.
Deals 445-870 true damage (depending on champion level) to target enemy minion or pet.
This is obviously a must pick for junglers. Not only it helps you jungle faster than you could with any other spell, it also grants you amazing buff controls. I can't stress how important smite is, I personally have stolen Baron more than 10 times with Smite.
Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
This is great spell and like Flash and Ignite, works miracles both in offensive and defensive tactics. When chasing, this spell reduces enemies Movement Speed by 40% for 2.5 seconds, which makes it a great offensive tool. When using it defensively, this tool protects you by nerfing attacker's basic attack damage by 70% and item/ability damage by 35% for 2.5 seconds.
Greater Mark of Desolation
When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. It helps you take down jungle faster and makes your ganks easier. Combined with Armor Penetration Quints, your attacks ignore almost 20 armor, while basic AD carries start with about 15.
These are for early game survivability, both in jungle and lane. You start with very low amount of armor and if you go gank against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit your ganks and your jungling, since monsters do physical damage.
These are also your defense resource. Many people prefer flat magic resistance Glyphs, which are also viable, but I take these because early game bursts aren't your threat. MR/level scales better in late game and helps you survive strong bursts from AP carries.
Unlike jungle, when I'm playing lane I take three flat health quints. That makes me more early game tough and helps me be more offensive by dealing damage, yet surviving. I think that 26 health is way more advantage early game that 3 Armor Pen if you're laning.
When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. It helps you take down jungle faster and makes your ganks easier. Combined with Armor Penetration Quints, your attacks ignore almost 20 armor, while basic AD carries start with about 15.
These are for early game survivability, both in jungle and lane. You start with very low amount of armor and if you go gank against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit your ganks and your jungling, since monsters do physical damage.
These are also your defense resource. Many people prefer flat magic resistance Glyphs, which are also viable, but I take these because early game bursts aren't your threat. MR/level scales better in late game and helps you survive strong bursts from AP carries.
Unlike jungle, when I'm playing lane I take three flat health quints. That makes me more early game tough and helps me be more offensive by dealing damage, yet surviving. I think that 26 health is way more advantage early game that 3 Armor Pen if you're laning.
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